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I'm presenting here my entry for the Homebrew Bounty.
It's a completely original puzzle/platform adventure. The objective is to collect all energy bits from the level and then get to the exit. It has a puzzle feel to it: you need to carry around stuff, activate switches, push boxes. However, there is also a great part of action: jumping, running, avoiding the water.

As you can see, a lot of work has been put into the graphics. Most of things are particle-based. To get the most out of the tiny 66 MHz CPU in the NDS, I had to optimize lots of things. For example, a fun fact: the core of the particle engine has been hand-written in ASM to make it as fast as possible. The result is that the engine can handle nearly 1500 particles at full 60 FPS! This probably makes it the homebrew game with most advanced graphics ever made. Not bad for the Nintendo DS.

Beta 2
- Fixed game launching but crashing later when libfat can't init (for example in no$gba)
- Fixed getting stuck in the insides of corners in most cases
- Added button navigation to menus
- Fixed having another fireball selected when another one you aren't controlling dies or exits.
- Made physics a bit calmer, especially the pink bouncy things.
- Added help on the top screen
- Fixed many tiny graphical bugs
- Completely recoded the collision system. It's waay more flexible now.
- Added Ice Blocks (Used in only one level for now)
- Added hints and help on the top screen!
- More levels. The first ones are supposed to serve as a tutorial.

Final Version (1.0)
- Added lots of levels (36!)
- Fixed lots of bugs
- Finished the game

Version 1.1 (Oct 31, 2012)
- Fixed lag in all levels.
- Improved all the levels: Fixed unintended shortcuts and made those very-frustrating-levels less frustrating.
- Reworked the appearance of the fireball. Now it has a more definite shape and looks more like fire!
- Some random graphical improvements/fixes
- It now has a pause screen!

Now it's out
It's a really small beta, since I had no time to make more levels today (It's 0:46 AM here and I'm falling asleep). Only four levels...

Sorry for posting the video yesterday without any download. I was kinda excited to share the trailer with you guys... But I still hadn't coded the level select screen, and I thought releasing something with just ONE level was a bad idea

And I have to say I'm surprised: I didn't expect so positive feedback from only a video! Thank you

I'd like to ask for two things:
1: Suggestions, suggestions, suggestions. For objects, levels, gameplay tricks, and so on.
2: Someone test this in DSi mode because I think the MIDI playback timings will be off due to the increased clock rate... Anyways if it doesn't work and I can't fix it, people can just run it in DS mode, since DSi mode has no particular benefits.

I gave it a try from Sudokuhax (incompatible) and my DSTwo (works fine). It took me a while to get running because I ignored your readme message to extract the nds to the root, thinking it wouldn't really make a difference. Once I got beyond that initial blunder, I found the abundant and smoothly rendered particle effects quite impressive. A brief message explaining the water hazard would have been helpful, as I was confused by what was happening when I initially encountered it.
In all, I see lots of potential, as there's a lot you can do with the fire theme. A few things I can think of are: Explosives/fuses, maybe floating coals that the flame can stick to and jump from one to the other, interactions with flammable gas and melting ice, the list goes on and on.
Regardless of what direction you take this, I look forward to seeing more. Good luck!

this game is really pretty so far, but its very confusing. i still don't get what i'm doing, i mostly button mash. there are times when it seems like you can go left or right but you can't, like you hit a wall. and you can't jump over or back up. i hope the next release makes a bit more sense because i feel like i want to play it i'm just not yet sure what the heck is going on.

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